Social Interactions in Virtual Worlds

Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand
Publsiher: Cambridge University Press
Total Pages: 433
Release: 2018-07-05
Genre: Computers
ISBN: 9781107128828

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This cross-disciplinary exploration of MMOs and other complex online worlds melds work from computer science, psychology and social science.

Social Interactions in Virtual Worlds

Social Interactions in Virtual Worlds
Author: Kiran Lakkaraju,Gita Sukthankar,Rolf T. Wigand
Publsiher: Unknown
Total Pages: 0
Release: 2018
Genre: Virtual reality in management
ISBN: OCLC:1078352087

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Bringing together research findings from an international team of experts in computer science, psychology, and the social sciences, this book will help researchers and practitioners better understand the fundamental processes underpinning social behavior in virtual worlds. --

Being There Together

Being There Together
Author: Ralph Schroeder
Publsiher: Oxford University Press
Total Pages: 337
Release: 2010-11-04
Genre: Psychology
ISBN: 9780199707782

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Virtual environments provide places for 'being there together', for avatars to interact with each other in computer-generated spaces. They range from immersive systems in which people have life-size tracked avatar bodies to large-scale spaces such as Second Life where populations of users socialize in persistent virtual worlds. This book draws together research on how people interact in virtual environments: What difference does avatar appearance make? How do avatars collaborate and play together? How do the type of system and the space affect how people engage with each other? How does interaction between avatars differ from face-to-face interaction? What can social scientists learn from experiments and other studies of how people interact in virtual environments? What are the ethical and social issues in doing this research, and in the uses of this technology? And how do virtual environments differ from other communication technologies such as videoconferencing systems and other new media? This book is a state-of-the art survey of research on these topics, and offers a framework for understanding this technology and its future implications.

Virtual Worlds Social Interaction Design

Virtual Worlds   Social Interaction Design
Author: Mikael Jakobsson
Publsiher: Unknown
Total Pages: 205
Release: 2006
Genre: Human-computer interaction
ISBN: 9172640537

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The Social Life of Avatars

The Social Life of Avatars
Author: Ralph Schroeder
Publsiher: Springer Science & Business Media
Total Pages: 239
Release: 2012-12-06
Genre: Computers
ISBN: 9781447102779

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Virtual reality (VR) technology has been developed commercially since the early 1990s [1]. Yet it is only with the growth of the Internet and other high-bandwidth links that VR systems have increasingly become networked to allow users to share the same virtual environment (VE). Shared YEs raise a number of interesting questions: what is the difference between face-to-face interaction and interaction between persons inside YEs? How does the appearance of the "avatar" - as the graphical representation of the user has become known - change the nature of interaction? And what governs the formation of virtual communities? This volume brings together contributions from social scientists and computer scientists who have conducted research on social interaction in various types of YEs. Two previous volumes in this CSCW book series [2, 3] have examined related aspects of research on YEs - social navigation and collaboration - although they do not always deal with VRIVEs in the sense that it is used here (see the definition in Chapter 1). The aim of this volume is to explore how people interact with each other in computer-generated virtual worlds.

Designing Virtual Worlds

Designing Virtual Worlds
Author: Richard A. Bartle
Publsiher: New Riders
Total Pages: 768
Release: 2004
Genre: Computers
ISBN: 0131018167

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This text provides a comprehensive treatment of virtual world design from one of its pioneers. It covers everything from MUDs to MOOs to MMORPGs, from text-based to graphical VWs.

Ethnography and Virtual Worlds

Ethnography and Virtual Worlds
Author: Tom Boellstorff,Bonnie Nardi,Celia Pearce,T. L. Taylor
Publsiher: Princeton University Press
Total Pages: 264
Release: 2024-08-06
Genre: Social Science
ISBN: 9780691264851

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A practical guide to the ethnographic study of online cultures, and beyond Ethnography and Virtual Worlds is the only book of its kind—a concise, comprehensive, and practical guide for students, teachers, designers, and scholars interested in using ethnographic methods to study online virtual worlds, including both game and nongame environments. Written by leading ethnographers of virtual worlds, and focusing on the key method of participant observation, the book provides invaluable advice, tips, guidelines, and principles to aid researchers through every stage of a project, from choosing an online fieldsite to writing and publishing the results. Provides practical and detailed techniques for ethnographic research customized to reflect the specific issues of online virtual worlds, both game and nongame Draws on research in a range of virtual worlds, including Everquest, Second Life, There.com, and World of Warcraft Provides suggestions for dealing with institutional review boards, human subjects protocols, and ethical issues Guides the reader through the full trajectory of ethnographic research, from research design to data collection, data analysis, and writing up and publishing research results Addresses myths and misunderstandings about ethnographic research, and argues for the scientific value of ethnography

The Social Life of Avatars

The Social Life of Avatars
Author: Ralph Schroeder
Publsiher: Unknown
Total Pages: 246
Release: 2002-01-10
Genre: Electronic Book
ISBN: 1447102789

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Virtual reality technology has been developed commercially since the early 1990s but it is only recently, with the popularity of the internet, that it has become feasible to link many users simultaneously in shared virtual environments. This raises a number of interesting questions such as: what is the difference between face-to-face and avatar-to-avatar interaction? What patterns govern the formation of virtual communities? How does the appearance of the avatar change the nature of the communication? There has been much speculation about issues such as these but research is still at a relatively early stage. This is the first book to bring together work from relevant disciplines to form a reference guide for practitioners, students and researchers interested in how we interact in computer-generated environments. It contains contributions from most of the key people in this area (including Microsoft Research's Virtual Worlds Group) and presents their findings in a way which is accessible to readers who are new to this field or who come from related areas. It is divided into 2 parts; chapters 2-6 deal with internet-based virtual worlds which have been widely used by the public; chapters 7-10 deal with networked VR systems which have been primarily used in pilot studies and research. Some chapters take the viewpoint of a participant observer, whilst others take a more experimental approach and assess the results of relevant trials. This book will be essential reading for anyone involved in developing, using or researching virtual worlds, and will also be of interest to students on courses such as VR and Computer-mediated communication.